From dd5390f4339283cb503850e9ac05ffe21d0b4028 Mon Sep 17 00:00:00 2001 From: Evan Pezent Date: Wed, 29 Apr 2020 14:41:39 -0500 Subject: [PATCH] Update README.md --- README.md | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/README.md b/README.md index c122a34..8e67076 100644 --- a/README.md +++ b/README.md @@ -42,10 +42,6 @@ Consult `implot_demo.cpp` for a comprehensive example of ImPlot's features. Just add `implot.h`, `implot.cpp`, and optionally `implot_demo.cpp` to your sources. This assumes you already have an ImGui-ready environment. If not, consider trying [mahi-gui](https://github.com/mahilab/mahi-gui), which bundles ImGui, ImPlot, and several other packages for you. -## Special Notes -- By default, no anti-aliasing is done on line plots for performance reasons. If you use 4x MSAA, then you likely won't even notice. However, you can re-enable AA with the `ImPlotFlags_AntiAliased` flag. -- If you plan to render several thousands lines or points, then you should consider enabling 32-bit indices by uncommenting `#define ImDrawIdx unsigned int` in your `imconfig.h` file, OR handling the `ImGuiBackendFlags_RendererHasVtxOffset` flag in your renderer (the official OpenGL3 renderer supports this). If you fail to do this, then you may at some point hit the maximum number of indices that can be rendered. - ## FAQ **Q: Why?** @@ -83,3 +79,7 @@ A: Not currently. Use your OS's screen capturing mechanisms if you need to captu **Q: Can ImPlot be used with other languages/bindings?** A: Yes, you can use the C binding, [cimplot](https://github.com/cimgui/cimplot) with most high level languages. + +## Special Notes +- By default, no anti-aliasing is done on line plots for performance reasons. If you use 4x MSAA, then you likely won't even notice. However, you can re-enable AA with the `ImPlotFlags_AntiAliased` flag. +- If you plan to render several thousands lines or points, then you should consider enabling 32-bit indices by uncommenting `#define ImDrawIdx unsigned int` in your `imconfig.h` file, OR handling the `ImGuiBackendFlags_RendererHasVtxOffset` flag in your renderer (the official OpenGL3 renderer supports this). If you fail to do this, then you may at some point hit the maximum number of indices that can be rendered.